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Found 1 result

  1. I've configured some particle effect this way: class CfgPatches { class RYD_PE_TEST { units[] = {}; weapons[] = {}; requiredAddons[] = {}; requiredVersion = 0.1; }; }; class CfgCloudlets { class parteffectest { interval = 0.5; //interval of particle's creation circleRadius = 0; //radius around emitter where particles are created circleVelocity[] = {0, 0, 0}; //direction and speed of movement of particle's circle particleShape = \A3\data_f\ParticleEffects\Universal\Universal; //path and name of file particleFSNtieth = 16; //coef; size of one particle's texture in pixels = 2048/coef particleFSIndex = 12; //index of start line on texture particleFSFrameCount = 8; //count of pictures in animation (starts on first picture in defined line - particleFSIndex) particleFSLoop = 1; //loop of animation (0 - false, 1 - true) angle = 0; //angle of particle angleVar = 0; //variability in angle of particle animationName = ""; particleType = "Billboard"; //type of animation (Billboard (2D), Spaceobject (3D)) timerPeriod = 1; //interval of timer (how often is called script defined in parameter onTimerScript) lifeTime = 5; //life time of particle in seconds moveVelocity[] = {0, 0, 0}; //direction and speed of movement of particle [x,z,y] rotationVelocity = 0; //direction and speed of rotation of particle [x,z,y] weight = 1; //weight of particle (kg) volume = 1; //volume of particle (m3) rubbing = 1; //how much is particle affected by wind/air resistance size[] = {1}; //size of particle during the life color[] = {{1,1,1,1}}; //color of particle during the life (r,g,b,a) animationSpeed[] = {1}; //speed of animation (number of animation cycles in 1s) randomDirectionPeriod = 0; //interval of random speed change randomDirectionIntensity = 0; //intensity of random speed change onTimerScript = ""; //script triggered by timer (in variable "this" is stored position of particle) beforeDestroyScript = ""; //script triggered before destroying of particle (in variable "this" is stored position of particle) lifeTimeVar = 0; //variability in lifetime of particle position[] = {0, 0, 0}; //defines position of effect positionVar[] = {0, 0, 0}; //variability in position of particle (each part of vector has it's own variability) positionVarConst[] = {0, 0, 0}; //variability in position of particle (variablity of all parts of vector is the same) moveVelocityVar[] = {0, 0, 0}; //variability in direction and speed of particle (each part of vector has it's own variability) moveVelocityVarConst[] = {0, 0, 0}; //variability in direction and speed of particle (variablity of all parts of vector is the same) rotationVelocityVar = 0; //variability in rotation of particle sizeVar = 0; //variability in size of particle colorVar[] = {0, 0, 0, 0}; //variability in color of particle randomDirectionPeriodVar = 0; //variability in interval of random speed change randomDirectionIntensityVar = 0; //variability in intensity of random speed change sizeCoef = 1; //size of particle = size parameter value * this coef (works only in some effects) colorCoef[]={1,1,1,1}; //color of particle = color parameter value * this coef (works only in some effects) animationSpeedCoef = 1; //animation speed of particle = animationSpeed parameter value * this coef (works only in some effects) destroyOnWaterSurface = 1; //particle can exist - only underwater (-1), only above the water (1), everywhere (0) destroyOnWaterSurfaceOffset = 0; //offset of water surface in destroyOnWaterSurface parameter onSurface = 0; //placing of particle on (water) surface on start of it's existence, default value is true, works only if circleRadius > 0 keepOnSurface = 1; //true for particle is stay on water surface - see notes bellow surfaceOffset = 0; //offset of water surface in keepOnSurface parameter bounceOnSurface = -1; //coef of speed's loosing in collision with ground, 0-1 for collisions, -1 disable collision bounceOnSurfaceVar = 0.0; //variability in speed's loosing in collision with ground postEffects = ""; //effect triggered before destroying of particle particleEffects = ""; //emitter of effect defined in this parameter is attached to each particle blockAIVisibility = 0; //sets if particles are in the AI visibility tests (default true) - false for better performance but AI is able to see through particles emissiveColor[] = {{0,0,0,0}}; //sets emissivity of particle, 4th number has no meaning for now //--- fire damage related parameters (optional) //damageType="Fire"; //damage type, only available option is "Fire" so far //coreIntensity = 1.25; //damage coeficient in the center of fire //coreDistance = 3.0; //how far can unit get damage //damageTime = 0.1; //how often is unit getting damage }; }; and ran it via: sleep 1; _pe = "#particlesource" createVehicleLocal (getPosATL player); _pe setParticleClass "parteffectest"; _pe attachTo [player,[2,10,2]]; But instead of expected column of particles going vertically up, I got just blinking twice per second particle shape at spawn position. No other mods, except the above. Then I added second effect this way: _pe = "#particlesource" createVehicleLocal (getPosATL player); _pe setParticleParams [["\a3\Data_f\ParticleEffects\Universal\Universal",16,12,8,1],"","Billboard",1,5,[0,0,0],[0,0,0],1,1,1,1,[1],[[1,1,1,1]],[1],0,0,"","",_pe,0,false,1,[[0,0,0,0]]]; _pe setDropInterval 0.5; _pe attachTo [player,[-2,10,2]]; and this time all was OK. So, what makes such a difference? What's the problem with configured particle effect life time? Did I missed something, or there is some problem with this feature? AFAIR it was working fine 1-2 years ago... Here is short footage with both effects together for optimal comparison: https://youtu.be/iN2wqB13I70 Left - scripted pe; right - misbehaving configured pe. All the repro stuff here. Tried also to overwrite via setParticleParams values for configured pe, but no visible change as for life time.
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